Search results for "Virtual"
showing 10 items of 1485 documents
A Multi-Projector Calibration Method for Virtual Reality Simulators with Analytically Defined Screens
2017
The geometric calibration of projectors is a demanding task, particularly for the industry of virtual reality simulators. Different methods have been developed during the last decades to retrieve the intrinsic and extrinsic parameters of projectors, most of them being based on planar homographies and some requiring an extended calibration process. The aim of our research work is to design a fast and user-friendly method to provide multi-projector calibration on analytically defined screens, where a sample is shown for a virtual reality Formula 1 simulator that has a cylindrical screen. The proposed method results from the combination of surveying, photogrammetry and image processing approac…
Mondi virtuali e realtà virtuale. Un’analisi del fenomeno nella formazione sanitaria
2019
Negli ultimi sei anni la realtà virtuale (VR) e i mondi virtuali (VE) sono diventati sempre più tecnologicamente avanzati e molto più accessibili per quel che riguarda l’accesso economico. In sanità essi vengono utilizzati principalmente per cinque scopi: formazione degli studenti; formazione dei professionisti (simulatori); riabilitazione/terapia; cura/diagnosi e gestione del dolore. In questa review abbiamo analizzato 2.252 articoli pubblicati tra il 2012 e il 2019 su PubMed ed abbiamo organizzato gli articoli nelle aree simulazione per studenti; simulazione per specializzandi; simulazione avanzata per professionisti; applicazioni nei campi medico/dentale/infermieristico (soft skills); re…
Constructing co-presence through shared VR gameplay
2021
This study analyzes how participants playing VR games construct co-presence and shared gameplay. The analysis focuses on instances of play where one person is wearing the VR equipment, and other participants are located nearby without the ability to directly interact with the game. We first show how the active player using the VR equipment draws on talk and embodied activity to signal their presence in the shared physical environment, while simultaneously conducting actions in the virtual space, and thus creates spaces for the other participants to take part in gameplay. Second, we describe how other participants draw on the contextual configurations of the moment in displaying co-presen…
Presència virtual de les universitats andaluses
2009
En aquest article exposarem de manera específica les iniciatives portades a terme en les universitats andaluses per fomentar, reforçar i estendre la seva presència virtual a la xarxa. Farem un recorregut pels serveis inculats amb la tecnologia i suport a l'ensenyament, els campus i aules virtuals presents en cadascuna d'aquestes universitats, així com pels esforços realitzats per La xarxa d'Universitats Virtuals Andaluzas per a la creació i desenvolupament del Campus Virtual Andaluz del qual formen part totes les universitats andaluses a través d'una àmplia oferta d'activitats d'ensenyament en línia.
Museum24 : collaborative writing as a method in local cultural heritage preservation
2008
The hierarchy of needs for user experiences in virtual reality
2021
Virtual reality (VR) is rapidly becoming more widely adopted by various industries, and virtual content is just as rapidly becoming available for consumers. However, there is a lack of guidelines and standards for VR content to be held to in terms of experiential design. Because VR is a relatively new media form for consumers, there is a high risk of user attrition due to the novelty of the service. Therefore, if the first experience of the technology is with poorly made content, users will be much less likely to use VR again. Therefore, as various industries and organizations digitalize and adopt emerging technology such as VR, great care should be given to the way the virtual content and …
Fragment‐ and Negative Image‐Based Screening of Phosphodiesterase 10A Inhibitors
2019
A novel virtual screening methodology called fragment‐ and negative image‐based (F‐NiB) screening is introduced and tested experimentally using phosphodiesterase 10A (PDE10A) as a case study. Potent PDE10A‐specific small‐molecule inhibitors are actively sought after for their antipsychotic and neuroprotective effects. The F‐NiB combines features from both fragment‐based drug discovery and negative image‐based (NIB) screening methodologies to facilitate rational drug discovery. The selected structural parts of protein‐bound ligand(s) are seamlessly combined with the negative image of the target's ligand‐binding cavity. This cavity‐ and fragment‐based hybrid model, namely its shape and electr…
Virtual Reality, Augmented Reality, and In Vivo Exposure Therapy: A Preliminary Comparison of Treatment Efficacy in Small Animal Phobia
2018
This study aggregated data from three randomized control trials to explore the differential efficacy of three forms of exposure therapy, namely, in vivo (iVET), virtual reality (VRET), and augmented reality (ARET), in the treatment of small animal phobia. Additionally, baseline patient characteristics were used to detect subgroups of patients who showed a differential response to certain treatment modalities. Primary measures were distance covered, anxiety during the behavioral avoidance test (BAT), and overall fear of small animals. A repeated-measures analysis of variance was used to explore the overall treatment effect across the exposure modalities. A cluster analysis and an analysis of…
Key challenges of new and small virtual team
2007
The purpose of this thesis is to study the factors must be noticed when building a new and small virtual team. These virtual teams are groups of people who work together without the boundaries of time or space using technology (Lipnack & Stamps 2000, 18). The main goal is to study in detail some of the common challenges faced when working with the small virtual teams, especially in the early stages of team development. With this study and the results of it, the reader is aware of the challenges of virtual teams and the differences and similarities between traditional and virtual teams. In addition the reader knows also some factors that must be noticed when a new small virtual team is suppo…
One-loop corrections to light cone wave functions: the dipole picture DIS cross section
2018
We develop methods needed to perform loop calculations in light cone perturbation theory using a helicity basis, refining the method introduced in our earlier work. In particular this includes implementing a consistent way to contract the four-dimensional tensor structures from the helicity vectors with d-dimensional tensors arising from loop integrals, in a way that can be fully automatized. We demonstrate this explicitly by calculating the one-loop correction to the virtual photon to quark-antiquark dipole light cone wave function. This allows us to calculate the deep inelastic scattering cross section in the dipole formalism to next-to-leading order accuracy. Our results, obtained using …